forked from AuroraMiddleware/gtk
27 lines
808 B
GLSL
27 lines
808 B
GLSL
uniform float u_spread;
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uniform vec4 u_color;
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uniform vec2 u_offset;
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uniform vec4 u_outline;
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uniform vec4 u_corner_widths;
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uniform vec4 u_corner_heights;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
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u_corner_widths, u_corner_heights);
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RoundedRect inside = rounded_rect_shrink(outline, vec4(u_spread));
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vec2 offset = vec2(u_offset.x, - u_offset.y);
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vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
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color = color * clamp (rounded_rect_coverage (outline, f.xy) -
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rounded_rect_coverage (inside, f.xy - offset),
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0.0, 1.0);
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setOutputColor(color * u_alpha);
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}
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